X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fshaders%2Fbezier_texbuf_geom.glsl;h=281627d732a0b2b5297b0c1ca9d4f82bfcde8ad6;hp=caf7a10fa0aa0c1798d46d890c47784f956a310e;hb=5456793e2aad4235c3db2ca75532c868aaa7c518;hpb=a216eaae3899c5f0e8dc2ea60a379df1c449e5cf diff --git a/src/shaders/bezier_texbuf_geom.glsl b/src/shaders/bezier_texbuf_geom.glsl index caf7a10..281627d 100644 --- a/src/shaders/bezier_texbuf_geom.glsl +++ b/src/shaders/bezier_texbuf_geom.glsl @@ -7,22 +7,35 @@ layout(lines) in; layout(line_strip, max_vertices = 101) out; in int objectid[]; +in vec2 pixsize[]; + +//TODO: I thought this might be useful, maybe not. +float areatriangle(vec2 a, vec2 b, vec2 c) +{ + return (c.y-a.y)*(b.y-a.y) - (b.x - a.x)*(c.x-a.x); +} void main() { int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r; vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy; - vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg + gl_in[0].gl_Position.xy ; - vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg * boundssize + gl_in[0].gl_Position.xy; - vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg * boundssize + gl_in[0].gl_Position.xy; - for (int i = 0; i <= 100; ++i) + vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*4).rg; + vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*4+1).rg; + vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*4+2).rg; + vec2 coeff3 = texelFetch(bezier_buffer_texture, bezierid*4+3).rg; + + vec2 boundspxsize = pixsize[0]; + int blen = clamp(int(abs(boundspxsize.x)),2,100); + float invblen = 1.0f/float(blen); + for (int i = 0; i <= blen; ++i) { - float t = i * 0.01f; + float t = i * invblen; float oneminust = 1.0f - t; - float bernstein0 = t*t; - float bernstein1 = 2*t*oneminust; - float bernstein2 = oneminust*oneminust; - gl_Position = vec4(coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2, 0.0, 1.0); + float bernstein0 = t*t*t; + float bernstein1 = 3*t*t*oneminust; + float bernstein2 = 3*t*oneminust*oneminust; + float bernstein3 = oneminust*oneminust*oneminust; + gl_Position = vec4((coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2 + coeff3*bernstein3) * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0); EmitVertex(); }